Large-Scale Finite State Game Engines

Abstract
This paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short film
Description

        
@inproceedings{
10.2312:sca.20161239
, booktitle = {
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation
}, editor = {
Ladislav Kavan and Chris Wojtan
}, title = {{
Large-Scale Finite State Game Engines
}}, author = {
Stanton, Matt
and
Geddert, Sascha
and
Blumer, Adrian
and
Hormis, Paul
and
Nealen, Andy
and
Cooper, Seth
and
Treuille, Adrien
}, year = {
2016
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-5288
}, ISBN = {
978-3-03868-009-3
}, DOI = {
10.2312/sca.20161239
} }
Citation